The EverQuest 2 (EQ2) Illusionist Spell List

Illusionist Spell List

Level

Ability

Description

An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage.

02

Paranoia

Stuns the illusionist's target and adds additional
mental damage.

02

Personae Reflection

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.

03

Brainburst

Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage.

04

Magi's Shielding

An augmentation spell that benefits the caster by increasing avoidance, maximum Health, and decreasing the chance of
interruption.

05

Lockdown

Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage.

05

Arcane Augur

Grants a chance to create a heroic opportunity.

05

Bind Sight

An augmentation that grants the mage the ability to see through the eyes of the target ally. This augmentation breaks if the mage enters combat.

06

Cure Arcane

Cures magic, mental, and divine impairments on target
ally.

06

Ultraviolet Beam II

Deals instant mental damage

07

Aspect of Genius

An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.

08

Chromatic Storm

Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again.

09

Dispel Magic

Dispels beneficial magic spells from the mage's target.

09

See Invisibility

An augmentation that allows a mage's ally to see invisible enemies.

10

Brainburst II

Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage.

10

Shrink Servant

Reduces the overall size of your primary pet.

10

Personae Reflection II

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.

11

Aneurysm

Deals instant mental damage to a target and mesmerizes the for a short duration.

12

Ultraviolet Beam III

Deals instant mental damage

12

Rune of Thought

A group augmentation that increases the intelligence and wisdom of the illusionist's group.

12

Entrance II

An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage.

13

Extract Mana

Slowly converts the illusionist's health into power over time.

13

Paranoia II

Stuns the illusionist's target and adds additional
mental damage.

14

Nightmare

Deals mental damage over time to the target and decreases their arcane resistance.

15

Veil of the Unseen

Distorts the reality around target ally, granting them invisibility and protecting them from indirect area effects. This spell can only be maintained on a single ally.

15

Blink

Reduces hate towards the enchanter from opponents in the
immediate area and randomly teleports the enchanter to a random location nearby.

16

Bewilderment

Stuns the target and nearby encounter members for a brief period of time.

16

Speechless

Stifles and damages the illusionist's target.

17

Brainburst III

Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage.

18

Invisibility

Grants invisibility to the target.

18

Epiphany

Increases in-combat power replenishment of the illusionist's group. This ability does not stack with the bard's concentration group power replenishment song.

19

Lockdown II

Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect.

20

Rapidity

Increases the attack speed of target ally.

20

Illusion Form: Human (Purchased)

Gives the illusion of the target being Human.

20

Illusion: Half Elf (Purchased)

Gives the illusion of the target being Half-Elf.

20

Dismay

An impairment that decreases the enemies offensive abilities.

20

Personae Reflection III

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells

20

Ultraviolet Beam IV

Deals instant mental damage. This spell has a fast casting time.

21

Aspect of Genius Ii

An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.

22

Chromatic Storm II

Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again

23

Phantasmal Awe

Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.

23

Shift Vision

A group augmentation that allows the illusionist's allies to see invisible enemies and grants infravision.

24

Entrance III

An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.

24

Illusory Mask

An augmentation that grants invisibility to the illusionist's group.

25

Flash of Brilliance

A group augmentation that significantly increases intelligence,
focus, and casting techniques of the illusionist's group for a short duration.

25

Aneurysm II

Deals instant mental damage to a target and mesmerizes them for a short duration.

26

Rune of Thought II

A group augmentation that increases the intelligence and wisdom of the illusionist's group.

27

Extract Mana II

Slowly converts the illusionist's health into power over time.

27

Paranoia III

Stuns the illusionist's target and adds additional
mental damage.

28

Nightmare II

Deals mental damage over time to the target and decreases their arcane resistance.

28

Prismatic Chaos

An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.

29

Ultraviolet Beam V

Deals instant mental damage. This spell has a fast casting time.

30

Bewilderment II

Stuns the target and nearby encounter members for a
brief period of time.

30

Group Illusion: Human (Purchased)

Covers the form of the caster and his group with an illusionary image.

30

Speechless II

Stifles and drains power over time from the illusionist's target. The stifle effectiveness is reduced on epic targets.

31

Brainburst IV

Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

32

Construct of Order

Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.

33

Lockdown III

Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

33

Personae Reflection IV

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells

33

Epiphany II

Increases in-combat power replenishment of the enchanter's group. This ability does stack with the the bard's concentration group power replenishment song.

34

Manatap

Decreases power of target encounter while increasing
power of group members.

34

Rapidity II

Increases the attack speed of target ally.

35

Illusion: Barbarian

Covers the form of the caster and his group with an illusionary image.

35

Illusion: Dwarf

Covers the form of the caster and his group with an illusionary image.

35

Synergism

An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.

35

Mana Cloak

An augmentation placed upon you and your group,
which provides the chance to gain power back when receiving any damage.

35

Aspect of Genius

An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.

35

Dismay II

An impairment that decreases the enemies offensive abilities.

36

Chromatic Storm III

Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again

37

Phantasmal Awe II

Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.

38

Entrance IV

An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.

39

Aneurysm III

Deals instant mental damage to a target and mesmerizes them for a short duration.

39

Flash of Brilliance II

A group augmentation that significantly increases intelligence,
focus, and casting technique of the illusionist's group for a short duration.

40

Barrier of Intellect

An augmentation that reduces Hate towards the Illusionist and stuns the attacker for a brief period of time per successful attack.

40

Regalia

An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.

40

Rune of Thought III

A group augmentation that increases the intelligence and wisdom of the illusionist's group.

40

Group Illusion: Half Elf (Purchased)

Covers the form of the caster and his group with an illusionary image.

41

Paranoia IV

Stuns the illusionist's target and adds additional
mental damage.

41

Extract Mana III

Slowly converts the illusionist's health into power over time.

42

Prismatic Chaos II

An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.

42

Nightmare III

Deals mental damage over time to the target and decreases their arcane resistance.

43

Ultraviolet Beam VI

Deals instant mental damage. This spell has a fast casting time.

44

Speechless III

Stifles and damagers the illusionist's target.

44

Bewilderment III

Stuns the target and nearby encounter members for a
brief period of time.

45

Illusion: Gnoll

Covers the form of the caster and his group with an illusionary image.

45

Brainburst V

Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

46

Construct of Order II

Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.

47

Epiphany III

Increases in-combat power replenishment of the enchanter's group. This ability does stack with the the bard's concentration group power replenishment song.

47

Personae Reflection V

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells

47

Lockdown IV

Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

48

Manatap II

Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group.

48

Rapidity III

Increases the attack speed of target ally.

49

Aspect of Genius IV

An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.

49

Synergism II

An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.

50

Chromatic Shower

Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. Epic targets have
increased resistance to the full duration of the stifle effect.

50

Dismay III

An impairment that decreases the enemies offensive abilities.

50

Chromatic Storm IV

Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again

51

Phantasmal Awe III

Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.

52

Entrance V

An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.

52

Savante

An augmentation that conserves the group's power consumption for a limited duration by returning a portion of the power back after it is consumed.

53

Aneurysm IV

Deals instant mental damage to a target and mesmerizes them for a short duration.

53

Mana Cloak II

An augmentation placed upon you and your group, which
provides the chance to gain power back when receiving any damage.

53

Flash of Brilliance III

A group augmentation that significantly increases intelligence,
focus, and casting technique of the illusionist's group for a short duration.

54

Regalia II

An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.

54

Rune of Thoughts IV

A group augmentation that increases the intelligence and wisdom of the illusionist's group.

55

Extract Mana IV

Slowly converts the illusionist's health into power over time.

55

Illusory Allies

Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them.

55

Paranoia V

Stuns the illusionist's target and adds additional
mental damage.

56

Nightmare IV

Deals mental damage over time to the target and decreases their arcane resistance.

56

Prismatic Chaos III

An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.

57

Ultraviolet Beam VIII

Deals instant mental damage. This spell has a fast casting time.

58

Bewilderment IV

Stuns the target and nearby encounter members for a
brief period of time.

58

Speechless IV

Stifles and damages the illusionist's target.

58

Spellshield

Augmentation placed on an ally that can reflect up to three hostile spells back at their original caster at a lesser potency. Only profession spells can be reflected in this way. This spell has a recurring power cost over time.

59

Brainburst VI

Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

60

Construct of Order III

Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.

61

Epiphany IV

Increases in-combat power replenishment of the illusionist's group.

61

Lockdown V

Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage.

61

Personae Reflection VI

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.

62

Rapidity IV

Increases the attack speed of the target ally.

62

Manatap III

Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group.

63

Aspect of Genius V

An augmentation that increases the power pool and arcane resistance of the illusionist's group. The arcane resist protects more against magic and divine than mental.

63

Synergism III

An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.

64

Dismay IV

An impairment that decreases the enemy's offensive abilities.

64

Chromatic Storm V

Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again.

65

Phantasmal Awe IV

Mesmerizes target opponent and up to four surrounding encounter members.

65

Phase

Quickly teleports target enemy to a distant location.

66

Entrance VI

An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. This spell cannot be interrupted or fizzled.

67

Flash of Brilliance IV

A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration.

67

Aneurysm V

Deals instant mental damage to a target and mesmerizes them for a short duration.

68

Regalia III

An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. This spell cannot be interrupted or fizzled.

68

Rune of Thought V

A group augmentation that increases the intelligence and wisdom of the illusionist's group.

69

Extract Mana

Slowly converts the illusionist's health into power over time.

69

Paranoia IV

Stuns the illusionist's target and adds additional
mental damage.

70

Nightmare V

Deals mental damage over time to the target and decreases their arcane resistance.

70

Prismatic Chaos IV

An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to three hits.

70

Chromatic Shower II

Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell.

71

Bewilderment V

Stuns the target and nearby encounter members for a short duration

71

Mana Cloak III

Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage

71

Ultraviolet Beam VIII

Deals instant mental damage. This spell has a fast casting time

72

Brainburst VII

Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

72

Speechless V

Stifles and damages the illusionist's target

73

Construct of Order IV

Summons an illusory pet that attack the Illusionist's current enemy until the spell expires. If the pet is killed before it expires, it will deal instant mental damage and stifle the enemy who slew it

73

Lockdown VI

Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

73

Epiphany V

Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song

74

Illusory Allies II

Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them

74

Manatap IV

Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group

74

Personae Reflection VII

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells

75

Aspect of Genius VI

An augmentation that increases the power pool and arcane resistance for the illusionist's group. st protects more again magic and divine than mental

75

Synergism IV

An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced

76

Dismay V

An impairment that decreases the enemies offensive abilities

76

Chromatic Storm VI

Deals mental damage over time and interrupts the target and surrounding encounter members. when the spell duration expires, it interrupts the encounter again

77

Entrance VII

Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted

77

Phantasmal Awe V

Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects

78

Flash of Brilliance V

A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells

An additional mesmerization spell for the illusionist that costs less but lasts for shorter duration. Mesmerization breaks if the target receives any damage. This spells cannot be interrupted or fizzled

79

Extract Mana VI

Slowly converts the illusionist's health into power over time

79

Rune of Thought VI

A group augmentation that increases the intelligence and wisdom of the illusionist's group

79

Paranoia VII

Stuns the illusionist's target and deals additional
mental damage

80

Chromatic Shower III

Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell

80

Doppleganger

You take the shape of an ally for a limited duration. While in this form, any damage that ally receives is split between you and that ally. Upgrades increase the amount of damage absorbed

80

Nightmare VI

Deals mental damage over time to the target and decreases their arcane resistance

80

Prismatic Chaos V

An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits

81

Bewilderment VI

Stuns the target and nearby encounter members for a short duration

81

Mana Cloak IV

Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage

81

Ultraviolet Beam IX

Deals instant mental damage. This spell has a fast casting time

82

Brainburst VIII

Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage

82

Speechless VI

Stifles and damages the illusionist's target

83

Construct of Order V

Summons an illusory pet that attack the Illusionist's current enemy until the spell expires. If the pet is killed before it expires, it will deal instant mental damage and stifle the enemy who slew it

83

Lockdown VII

Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

83

Epiphany VI

Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song

84

Illusory Allies III

Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them

84

Manatap V

Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group

84

Personae Reflection VIII

The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells

85

Aspect of Genius VII

An augmentation that increases the power pool and arcane resistance for the illusionist's group. st protects more again magic and divine than mental

85

Synergism V

An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced

86

Dismay VI

An impairment that decreases the enemies offensive abilities

86

Chromatic Storm VII

Deals mental damage over time and interrupts the target and surrounding encounter members. when the spell duration expires, it interrupts the encounter again

87

Entrance VIII

Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted

87

Phantasmal Awe VI

Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects

88

Flash of Brilliance VI

A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells

An additional mesmerization spell for the illusionist that costs less but lasts for shorter duration. Mesmerization breaks if the target receives any damage. This spells cannot be interrupted or fizzled

89

Extract Mana VII

Slowly converts the illusionist's health into power over time

89

Rune of Thought VII

A group augmentation that increases the intelligence and wisdom of the illusionist's group

89

Paranoia VIII

Stuns the illusionist's target and deals additional
mental damage

90

Chromatic Shower IV

Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell

90

Nightmare VII

Deals mental damage over time to the target and decreases their arcane resistance

90

Prismatic Chaos VI

An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits

Training Spells

Grandmaster Choices

Level 14

Aneurysm

Ultraviolet Beam III

Entrance II

Nightmare

Level 24

Rapidity

Aspect of Genius II

Chromatic Storm II

Entrance III

Level 34

Brainburst IV

Construct of Order

Epiphany II

Rapidity II

Level 44

Rune of Thought III

Prismatic Chaos II

Ultraviolet Beam VI

Bewilderment III

Level 54

Synergism II

Phantasmal Awe III

Entrance V

Rune of Thought IV

Level 64

Construct of Order III

Epiphany IV

Synergism III

Chromatic Storm V

Level 75

Ultraviolet Beam VIII

Brainburst VII

Construct of Order IV

Aspect of Genius VI

Level 85

Synergism V

Ultraviolet Beam IX

Mana cloak IV

Speechless VI

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